User prompt
Oyun kasmaması için, Ram yenileme çalışması ekle.
User prompt
Yapay zeka hareketleri çok daha akıllıca olsun
User prompt
Oyuncu kulelerinin altında Player yazsın.
User prompt
Birim gönderimi, kule biriminin daima yarısı olsun.
User prompt
Düşman kulelerinin hareketleri aynı olmasın, hepsi farklı bir strateji sergilesin.
User prompt
Her düşmana rastgele bir isim ver. Sahip olduğu kulelerin alt kısmında düşman isimleri yazsın.
User prompt
Birimler sıra halinde değil de; Dağınık şekilde ilerlesinler.
User prompt
Oyun ekran boyutunun tamamını %50 oranında Büyüt.
User prompt
Birden fazla düşman olsun. Düşmanlar da birbirleri ile savaşabilsin.
User prompt
Oyun ekran boyutunun tamamını %50 oranında küçült.
User prompt
Birimler savaşırken küçük görsel oluştur. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
**Seçim vurguları**: Seçili kulelerin etrafında dönen renk halkaları - **Hedef göstergeleri**: Sürüklerken hedef kulenin renkli yanıp sönmesi ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Powerup geliştirmelerine de, düşmana asker gönderiyor gibi, asker gönderelim. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
**Güçlendirici objeler**: Haritada rastgele beliren, geçici güç veren objeler. Asker göndererek bunları aktif etme. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
**Özel kule tipleri**: Savunma kulesi (mor), hızlı saldırı kulesi (turuncu), üretim kulesi (altın)
User prompt
**Parçacık sistemleri**: Savaş sırasında patlama efektleri, kulelerde birim üretimi sırasında ışık parçacıkları ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
**Renk geçişleri**: Kulelerin sahiplik değişimi sırasında yumuşak renk geçişleri ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Kulelerde, ne kadar fazla birim varsa; birim üretim hızı ona nazaran bir tık fazla olsun.
User prompt
Sağ alt kenara Reset butonu ekle. Basınca herşey sıfırlansın.
User prompt
Seviye sayısını 3 yerine 10 yap. ona göre zorluk sistemi belirle.
User prompt
Başlangıçta, her zaman düşman kulesinden 10 birim fazla olacak şekilde başlasın.
User prompt
Maksimum asker sayısı 50 yerine 100 olsun.
User prompt
Game over olunca herşey sıfırdan başlasın.
User prompt
Oyun başlayınca 5 saniye rakip beklesin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşman birlikleri ile karşılaşan askerler savaşsın ve birbirini yok etsin.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var PathLine = Container.expand(function () {
var self = Container.call(this);
self.points = [];
self.graphics = [];
self.setPath = function (points) {
// Clear old graphics
for (var i = 0; i < self.graphics.length; i++) {
self.graphics[i].destroy();
}
self.graphics = [];
self.points = points;
// Draw new path
for (var i = 0; i < points.length - 1; i++) {
var dist = Math.sqrt(Math.pow(points[i + 1].x - points[i].x, 2) + Math.pow(points[i + 1].y - points[i].y, 2));
var segments = Math.floor(dist / 20);
for (var j = 0; j < segments; j++) {
var t = j / segments;
var dot = self.attachAsset('path', {
anchorX: 0.5,
anchorY: 0.5
});
dot.x = points[i].x + (points[i + 1].x - points[i].x) * t;
dot.y = points[i].y + (points[i + 1].y - points[i].y) * t;
dot.alpha = 0.5;
self.graphics.push(dot);
}
}
};
self.clear = function () {
for (var i = 0; i < self.graphics.length; i++) {
self.graphics[i].destroy();
}
self.graphics = [];
self.points = [];
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
self.type = 'speed'; // Types: 'speed', 'production', 'strength'
self.duration = 300; // 5 seconds at 60 FPS
self.isActive = false;
self.collected = false;
var powerupGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
// Visual pulsing effect
self.pulseDirection = 1;
self.pulseSpeed = 0.05;
self.setType = function (type) {
self.type = type;
if (type === 'speed') {
powerupGraphics.tint = 0x00ff00; // Green for speed
} else if (type === 'production') {
powerupGraphics.tint = 0x0088ff; // Blue for production
} else if (type === 'strength') {
powerupGraphics.tint = 0xff0088; // Pink for strength
}
};
self.activate = function (tower) {
if (self.collected) return;
self.collected = true;
self.isActive = true;
LK.getSound('powerup').play();
// Apply powerup effect based on type
if (self.type === 'speed') {
// Double unit movement speed for duration
tower.speedBoost = 2;
tower.speedBoostTimer = self.duration;
} else if (self.type === 'production') {
// Increase production rate for duration
tower.productionBoost = 2;
tower.productionBoostTimer = self.duration;
} else if (self.type === 'strength') {
// Add bonus units immediately
tower.addUnits(20);
}
// Visual effect when collected
tween(powerupGraphics, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
};
self.update = function () {
if (self.collected) return;
// Pulsing animation
powerupGraphics.scaleX += self.pulseSpeed * self.pulseDirection;
powerupGraphics.scaleY += self.pulseSpeed * self.pulseDirection;
if (powerupGraphics.scaleX >= 1.3) {
self.pulseDirection = -1;
} else if (powerupGraphics.scaleX <= 0.7) {
self.pulseDirection = 1;
}
// Sparkle effects
if (LK.ticks % 30 === 0) {
var sparkle = self.attachAsset('sparkle', {
anchorX: 0.5,
anchorY: 0.5
});
sparkle.x = (Math.random() - 0.5) * 60;
sparkle.y = (Math.random() - 0.5) * 60;
tween(sparkle, {
alpha: 0,
scaleX: 0,
scaleY: 0
}, {
duration: 500,
onFinish: function onFinish() {
sparkle.destroy();
}
});
}
};
return self;
});
var Tower = Container.expand(function () {
var self = Container.call(this);
self.owner = 0; // 0 = neutral, 1 = player, 2 = enemy
self.unitCount = 0;
self.maxUnits = 100;
self.spawnRate = 30; // ticks between spawns
self.lastSpawn = 0;
var towerGraphics = self.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
self.countText = new Text2('0', {
size: 60,
fill: 0xFFFFFF
});
self.countText.anchor.set(0.5, 0.5);
self.addChild(self.countText);
self.setOwner = function (newOwner) {
var oldOwner = self.owner;
self.owner = newOwner;
var targetColor;
if (newOwner === 0) {
targetColor = 0x888888; // neutral gray
} else if (newOwner === 1) {
targetColor = 0x4a90e2; // player blue
} else {
targetColor = 0xe74c3c; // enemy red
}
// Only animate if ownership actually changed
if (oldOwner !== newOwner) {
// Smooth color transition over 500ms
tween(towerGraphics, {
tint: targetColor
}, {
duration: 500,
easing: tween.easeInOut
});
} else {
// Immediate color change if no ownership change
towerGraphics.tint = targetColor;
}
};
self.addUnits = function (count) {
self.unitCount = Math.min(self.unitCount + count, self.maxUnits);
self.countText.setText(Math.floor(self.unitCount));
};
self.removeUnits = function (count) {
self.unitCount = Math.max(0, self.unitCount - count);
self.countText.setText(Math.floor(self.unitCount));
return count;
};
self.update = function () {
// Handle powerup timers
if (self.speedBoostTimer && self.speedBoostTimer > 0) {
self.speedBoostTimer--;
if (self.speedBoostTimer <= 0) {
self.speedBoost = 1;
}
}
if (self.productionBoostTimer && self.productionBoostTimer > 0) {
self.productionBoostTimer--;
if (self.productionBoostTimer <= 0) {
self.productionBoost = 1;
}
}
if (self.owner > 0) {
// Calculate dynamic spawn rate based on unit count
// More units = faster production (lower spawn rate number)
// Base rate is 30, reduced by unit count factor
var dynamicSpawnRate = Math.max(10, self.spawnRate - Math.floor(self.unitCount / 10));
// Apply production boost if active
var productionMultiplier = self.productionBoost || 1;
dynamicSpawnRate = Math.floor(dynamicSpawnRate / productionMultiplier);
if (LK.ticks - self.lastSpawn > dynamicSpawnRate) {
self.addUnits(1);
self.lastSpawn = LK.ticks;
}
}
};
return self;
});
var Unit = Container.expand(function () {
var self = Container.call(this);
self.owner = 1;
self.speed = 3;
self.targetTower = null;
self.pathIndex = 0;
self.path = [];
var unitGraphics = self.attachAsset('unit', {
anchorX: 0.5,
anchorY: 0.5
});
self.setOwner = function (owner) {
self.owner = owner;
if (owner === 1) {
unitGraphics.tint = 0x4a90e2; // player blue
} else {
unitGraphics.tint = 0xe74c3c; // enemy red
}
};
self.setPath = function (path, target, sourceTower) {
self.path = path;
self.targetTower = target;
self.sourceTower = sourceTower;
self.pathIndex = 0;
if (path.length > 0) {
self.x = path[0].x;
self.y = path[0].y;
}
};
self.lastWasIntersecting = false;
self.update = function () {
if (!self.targetTower || self.pathIndex >= self.path.length) {
return;
}
// Check for combat with enemy units
var currentIntersecting = false;
for (var i = 0; i < units.length; i++) {
var otherUnit = units[i];
if (otherUnit !== self && otherUnit.owner !== self.owner) {
// Check if units are close enough to fight (within 30 pixels)
var combatDx = self.x - otherUnit.x;
var combatDy = self.y - otherUnit.y;
var combatDist = Math.sqrt(combatDx * combatDx + combatDy * combatDy);
if (combatDist < 30) {
currentIntersecting = true;
// Combat occurs - both units destroy each other
if (!self.lastWasIntersecting) {
// Flash both units red before destroying
LK.effects.flashObject(self, 0xff0000, 200);
LK.effects.flashObject(otherUnit, 0xff0000, 200);
LK.getSound('combat').play();
// Destroy both units after flash
LK.setTimeout(function () {
if (self && self.parent) {
self.destroy();
var selfIndex = units.indexOf(self);
if (selfIndex !== -1) {
units.splice(selfIndex, 1);
}
}
if (otherUnit && otherUnit.parent) {
otherUnit.destroy();
var otherIndex = units.indexOf(otherUnit);
if (otherIndex !== -1) {
units.splice(otherIndex, 1);
}
}
}, 200);
return;
}
}
}
}
self.lastWasIntersecting = currentIntersecting;
var target = self.path[self.pathIndex];
var dx = target.x - self.x;
var dy = target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < self.speed) {
self.pathIndex++;
if (self.pathIndex >= self.path.length && self.targetTower) {
// Reached target tower
if (self.targetTower.owner === self.owner) {
self.targetTower.addUnits(1);
} else {
self.targetTower.unitCount--;
if (self.targetTower.unitCount < 0) {
self.targetTower.unitCount = 1;
self.targetTower.setOwner(self.owner);
LK.getSound('capture').play();
}
self.targetTower.countText.setText(Math.floor(Math.abs(self.targetTower.unitCount)));
}
self.destroy();
units.splice(units.indexOf(self), 1);
}
} else {
// Apply speed boost if source tower has it
var currentSpeed = self.speed;
if (self.sourceTower && self.sourceTower.speedBoost) {
currentSpeed *= self.sourceTower.speedBoost;
}
self.x += dx / dist * currentSpeed;
self.y += dy / dist * currentSpeed;
// Check for powerup collection
for (var p = 0; p < powerups.length; p++) {
var powerup = powerups[p];
if (!powerup.collected) {
var powerupDx = self.x - powerup.x;
var powerupDy = self.y - powerup.y;
var powerupDist = Math.sqrt(powerupDx * powerupDx + powerupDy * powerupDy);
if (powerupDist < 40) {
// Collection radius
powerup.activate(self.sourceTower);
break;
}
}
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
var towers = [];
var units = [];
var powerups = [];
var currentPath = null;
var selectedTower = null;
var isDragging = false;
var currentLevel = storage.currentLevel || 0;
var aiStartTime = null; // Track when AI should start (null = not started yet)
// Level configurations - 10 levels with progressive difficulty
var levels = [{
// Level 1 - Tutorial
towers: [{
x: 300,
y: 1366,
owner: 1,
units: 30
}, {
x: 1024,
y: 800,
owner: 0,
units: 10
}, {
x: 1748,
y: 1366,
owner: 2,
units: 20
}]
}, {
// Level 2 - Basic Strategy
towers: [{
x: 300,
y: 400,
owner: 1,
units: 35
}, {
x: 1024,
y: 1366,
owner: 0,
units: 15
}, {
x: 1748,
y: 400,
owner: 2,
units: 25
}, {
x: 1748,
y: 2332,
owner: 2,
units: 25
}]
}, {
// Level 3 - Multi-Front
towers: [{
x: 300,
y: 1366,
owner: 1,
units: 45
}, {
x: 700,
y: 800,
owner: 0,
units: 15
}, {
x: 1348,
y: 800,
owner: 0,
units: 15
}, {
x: 700,
y: 1932,
owner: 0,
units: 15
}, {
x: 1348,
y: 1932,
owner: 0,
units: 15
}, {
x: 1748,
y: 1366,
owner: 2,
units: 35
}]
}, {
// Level 4 - Defensive Challenge
towers: [{
x: 300,
y: 1366,
owner: 1,
units: 50
}, {
x: 600,
y: 600,
owner: 0,
units: 20
}, {
x: 1024,
y: 400,
owner: 2,
units: 40
}, {
x: 1448,
y: 600,
owner: 0,
units: 20
}, {
x: 1748,
y: 1366,
owner: 2,
units: 40
}, {
x: 1024,
y: 2100,
owner: 2,
units: 40
}]
}, {
// Level 5 - Resource Management
towers: [{
x: 200,
y: 800,
owner: 1,
units: 55
}, {
x: 200,
y: 1932,
owner: 1,
units: 55
}, {
x: 700,
y: 1366,
owner: 0,
units: 25
}, {
x: 1348,
y: 1366,
owner: 0,
units: 25
}, {
x: 1748,
y: 600,
owner: 2,
units: 45
}, {
x: 1748,
y: 1366,
owner: 2,
units: 45
}, {
x: 1748,
y: 2132,
owner: 2,
units: 45
}]
}, {
// Level 6 - Territory Control
towers: [{
x: 300,
y: 400,
owner: 1,
units: 60
}, {
x: 300,
y: 2332,
owner: 1,
units: 60
}, {
x: 600,
y: 800,
owner: 0,
units: 30
}, {
x: 1024,
y: 1366,
owner: 0,
units: 30
}, {
x: 1448,
y: 1932,
owner: 0,
units: 30
}, {
x: 1748,
y: 800,
owner: 2,
units: 50
}, {
x: 1748,
y: 1500,
owner: 2,
units: 50
}, {
x: 1748,
y: 2200,
owner: 2,
units: 50
}]
}, {
// Level 7 - Advanced Tactics
towers: [{
x: 200,
y: 1366,
owner: 1,
units: 65
}, {
x: 500,
y: 600,
owner: 0,
units: 35
}, {
x: 500,
y: 1366,
owner: 0,
units: 35
}, {
x: 500,
y: 2132,
owner: 0,
units: 35
}, {
x: 1024,
y: 400,
owner: 0,
units: 35
}, {
x: 1024,
y: 2332,
owner: 0,
units: 35
}, {
x: 1548,
y: 600,
owner: 0,
units: 35
}, {
x: 1548,
y: 1366,
owner: 0,
units: 35
}, {
x: 1548,
y: 2132,
owner: 0,
units: 35
}, {
x: 1848,
y: 1366,
owner: 2,
units: 55
}]
}, {
// Level 8 - Siege Warfare
towers: [{
x: 300,
y: 600,
owner: 1,
units: 70
}, {
x: 300,
y: 1366,
owner: 1,
units: 70
}, {
x: 300,
y: 2132,
owner: 1,
units: 70
}, {
x: 800,
y: 800,
owner: 0,
units: 40
}, {
x: 800,
y: 1932,
owner: 0,
units: 40
}, {
x: 1248,
y: 800,
owner: 0,
units: 40
}, {
x: 1248,
y: 1932,
owner: 0,
units: 40
}, {
x: 1650,
y: 400,
owner: 2,
units: 60
}, {
x: 1650,
y: 1366,
owner: 2,
units: 60
}, {
x: 1650,
y: 2332,
owner: 2,
units: 60
}]
}, {
// Level 9 - Final Challenge
towers: [{
x: 200,
y: 800,
owner: 1,
units: 75
}, {
x: 200,
y: 1932,
owner: 1,
units: 75
}, {
x: 600,
y: 400,
owner: 0,
units: 45
}, {
x: 600,
y: 1366,
owner: 0,
units: 45
}, {
x: 600,
y: 2332,
owner: 0,
units: 45
}, {
x: 1024,
y: 600,
owner: 0,
units: 45
}, {
x: 1024,
y: 2132,
owner: 0,
units: 45
}, {
x: 1448,
y: 400,
owner: 0,
units: 45
}, {
x: 1448,
y: 1366,
owner: 0,
units: 45
}, {
x: 1448,
y: 2333,
owner: 0,
units: 45
}, {
x: 1748,
y: 600,
owner: 2,
units: 65
}, {
x: 1748,
y: 1366,
owner: 2,
units: 65
}, {
x: 1748,
y: 2132,
owner: 2,
units: 65
}]
}, {
// Level 10 - Master's Trial
towers: [{
x: 150,
y: 1366,
owner: 1,
units: 80
}, {
x: 400,
y: 600,
owner: 0,
units: 50
}, {
x: 400,
y: 1100,
owner: 0,
units: 50
}, {
x: 400,
y: 1632,
owner: 0,
units: 50
}, {
x: 400,
y: 2132,
owner: 0,
units: 50
}, {
x: 800,
y: 400,
owner: 0,
units: 50
}, {
x: 800,
y: 800,
owner: 0,
units: 50
}, {
x: 800,
y: 1932,
owner: 0,
units: 50
}, {
x: 800,
y: 2333,
owner: 0,
units: 50
}, {
x: 1248,
y: 400,
owner: 0,
units: 50
}, {
x: 1248,
y: 800,
owner: 0,
units: 50
}, {
x: 1248,
y: 1932,
owner: 0,
units: 50
}, {
x: 1248,
y: 2333,
owner: 0,
units: 50
}, {
x: 1648,
y: 600,
owner: 0,
units: 50
}, {
x: 1648,
y: 1100,
owner: 0,
units: 50
}, {
x: 1648,
y: 1632,
owner: 0,
units: 50
}, {
x: 1648,
y: 2132,
owner: 0,
units: 50
}, {
x: 1898,
y: 1366,
owner: 2,
units: 70
}]
}];
// UI Elements
var levelText = new Text2('Level ' + (currentLevel + 1), {
size: 80,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0);
LK.gui.top.addChild(levelText);
function loadLevel(levelIndex) {
// Clear existing game objects
for (var i = 0; i < towers.length; i++) {
towers[i].destroy();
}
for (var i = 0; i < units.length; i++) {
units[i].destroy();
}
for (var i = 0; i < powerups.length; i++) {
powerups[i].destroy();
}
towers = [];
units = [];
powerups = [];
if (currentPath) {
currentPath.destroy();
currentPath = null;
}
// Reset game state variables
selectedTower = null;
isDragging = false;
// Load new level
var levelData = levels[levelIndex % levels.length];
for (var i = 0; i < levelData.towers.length; i++) {
var towerData = levelData.towers[i];
var tower = new Tower();
tower.x = towerData.x;
tower.y = towerData.y;
tower.setOwner(towerData.owner);
tower.addUnits(towerData.units);
towers.push(tower);
game.addChild(tower);
}
levelText.setText('Level ' + (levelIndex + 1));
// Set AI to start after 5 seconds (5000ms)
aiStartTime = LK.ticks + 5 * 60; // 5 seconds at 60 FPS
// Spawn initial powerups
spawnRandomPowerup();
}
function createPath(start, end) {
var points = [];
var steps = 20;
for (var i = 0; i <= steps; i++) {
points.push({
x: start.x + (end.x - start.x) * (i / steps),
y: start.y + (end.y - start.y) * (i / steps)
});
}
return points;
}
function spawnRandomPowerup() {
var powerup = new PowerUp();
// Random position avoiding tower locations
var validPosition = false;
var attempts = 0;
var x, y;
while (!validPosition && attempts < 20) {
x = 200 + Math.random() * (2048 - 400);
y = 500 + Math.random() * (2732 - 1000);
validPosition = true;
for (var i = 0; i < towers.length; i++) {
var dx = towers[i].x - x;
var dy = towers[i].y - y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 200) {
validPosition = false;
break;
}
}
attempts++;
}
powerup.x = x;
powerup.y = y;
// Random powerup type
var types = ['speed', 'production', 'strength'];
powerup.setType(types[Math.floor(Math.random() * types.length)]);
powerups.push(powerup);
game.addChild(powerup);
}
function sendUnits(fromTower, toTower, count) {
var path = createPath(fromTower, toTower);
var unitsToSend = Math.min(count, fromTower.unitCount);
for (var i = 0; i < unitsToSend; i++) {
var unit = new Unit();
unit.setOwner(fromTower.owner);
unit.setPath(path, toTower, fromTower);
units.push(unit);
game.addChild(unit);
// Stagger unit spawning
tween(unit, {
x: path[0].x,
y: path[0].y
}, {
duration: i * 50,
onFinish: function onFinish() {
LK.getSound('deploy').play();
}
});
}
fromTower.removeUnits(unitsToSend);
}
function checkWinCondition() {
var playerTowers = 0;
var enemyTowers = 0;
for (var i = 0; i < towers.length; i++) {
if (towers[i].owner === 1) playerTowers++;
if (towers[i].owner === 2) enemyTowers++;
}
if (enemyTowers === 0) {
// Win condition
currentLevel++;
storage.currentLevel = currentLevel;
LK.showYouWin();
} else if (playerTowers === 0) {
// Lose condition - reset everything to start from beginning
currentLevel = 0;
storage.currentLevel = 0;
LK.showGameOver();
}
}
// Simple AI
function runAI() {
// Don't run AI until 5 seconds have passed
if (aiStartTime && LK.ticks < aiStartTime) {
return;
}
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
if (tower.owner === 2 && tower.unitCount > 15) {
// Find nearest non-enemy tower
var nearestTower = null;
var nearestDist = Infinity;
for (var j = 0; j < towers.length; j++) {
if (towers[j].owner !== 2) {
var dx = towers[j].x - tower.x;
var dy = towers[j].y - tower.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < nearestDist) {
nearestDist = dist;
nearestTower = towers[j];
}
}
}
if (nearestTower) {
sendUnits(tower, nearestTower, Math.floor(tower.unitCount * 0.8));
}
}
}
}
game.down = function (x, y, obj) {
// Find if we clicked on a player tower
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
if (tower.owner === 1 && Math.abs(tower.x - x) < 75 && Math.abs(tower.y - y) < 75) {
selectedTower = tower;
isDragging = true;
if (!currentPath) {
currentPath = new PathLine();
game.addChild(currentPath);
}
currentPath.setPath([{
x: tower.x,
y: tower.y
}]);
break;
}
}
};
game.move = function (x, y, obj) {
if (isDragging && selectedTower && currentPath) {
currentPath.setPath([{
x: selectedTower.x,
y: selectedTower.y
}, {
x: x,
y: y
}]);
}
};
game.up = function (x, y, obj) {
if (isDragging && selectedTower) {
// Find target tower
var targetTower = null;
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
if (tower !== selectedTower && Math.abs(tower.x - x) < 75 && Math.abs(tower.y - y) < 75) {
targetTower = tower;
break;
}
}
if (targetTower && selectedTower.unitCount > 0) {
sendUnits(selectedTower, targetTower, Math.floor(selectedTower.unitCount * 0.8));
}
if (currentPath) {
currentPath.clear();
}
}
isDragging = false;
selectedTower = null;
};
game.update = function () {
// Update all units
for (var i = units.length - 1; i >= 0; i--) {
if (!units[i] || !units[i].parent) {
units.splice(i, 1);
}
}
// Run AI every 2 seconds
if (LK.ticks % 120 === 0) {
runAI();
}
// Spawn new powerups occasionally
if (LK.ticks % 1800 === 0 && powerups.length < 3) {
// Every 30 seconds, max 3 powerups
spawnRandomPowerup();
}
// Clean up collected powerups
for (var i = powerups.length - 1; i >= 0; i--) {
if (!powerups[i] || !powerups[i].parent) {
powerups.splice(i, 1);
}
}
// Check win/lose conditions
if (LK.ticks % 60 === 0) {
checkWinCondition();
}
};
// Create Reset button
var resetButton = new Text2('Reset', {
size: 60,
fill: 0xFFFFFF
});
resetButton.anchor.set(1, 1); // Anchor to bottom right
LK.gui.bottomRight.addChild(resetButton);
// Reset button functionality
resetButton.down = function (x, y, obj) {
// Reset all game state
currentLevel = 0;
storage.currentLevel = 0;
// Clear existing game objects
for (var i = 0; i < towers.length; i++) {
towers[i].destroy();
}
for (var i = 0; i < units.length; i++) {
units[i].destroy();
}
for (var i = 0; i < powerups.length; i++) {
powerups[i].destroy();
}
towers = [];
units = [];
powerups = [];
if (currentPath) {
currentPath.destroy();
currentPath = null;
}
// Reset game state variables
selectedTower = null;
isDragging = false;
aiStartTime = null;
// Load first level
loadLevel(currentLevel);
};
// Initialize first level
loadLevel(currentLevel);
// Play background music
LK.playMusic('battle');
; ===================================================================
--- original.js
+++ change.js
@@ -43,16 +43,101 @@
self.points = [];
};
return self;
});
+var PowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ self.type = 'speed'; // Types: 'speed', 'production', 'strength'
+ self.duration = 300; // 5 seconds at 60 FPS
+ self.isActive = false;
+ self.collected = false;
+ var powerupGraphics = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Visual pulsing effect
+ self.pulseDirection = 1;
+ self.pulseSpeed = 0.05;
+ self.setType = function (type) {
+ self.type = type;
+ if (type === 'speed') {
+ powerupGraphics.tint = 0x00ff00; // Green for speed
+ } else if (type === 'production') {
+ powerupGraphics.tint = 0x0088ff; // Blue for production
+ } else if (type === 'strength') {
+ powerupGraphics.tint = 0xff0088; // Pink for strength
+ }
+ };
+ self.activate = function (tower) {
+ if (self.collected) return;
+ self.collected = true;
+ self.isActive = true;
+ LK.getSound('powerup').play();
+ // Apply powerup effect based on type
+ if (self.type === 'speed') {
+ // Double unit movement speed for duration
+ tower.speedBoost = 2;
+ tower.speedBoostTimer = self.duration;
+ } else if (self.type === 'production') {
+ // Increase production rate for duration
+ tower.productionBoost = 2;
+ tower.productionBoostTimer = self.duration;
+ } else if (self.type === 'strength') {
+ // Add bonus units immediately
+ tower.addUnits(20);
+ }
+ // Visual effect when collected
+ tween(powerupGraphics, {
+ scaleX: 2,
+ scaleY: 2,
+ alpha: 0
+ }, {
+ duration: 300,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ self.destroy();
+ }
+ });
+ };
+ self.update = function () {
+ if (self.collected) return;
+ // Pulsing animation
+ powerupGraphics.scaleX += self.pulseSpeed * self.pulseDirection;
+ powerupGraphics.scaleY += self.pulseSpeed * self.pulseDirection;
+ if (powerupGraphics.scaleX >= 1.3) {
+ self.pulseDirection = -1;
+ } else if (powerupGraphics.scaleX <= 0.7) {
+ self.pulseDirection = 1;
+ }
+ // Sparkle effects
+ if (LK.ticks % 30 === 0) {
+ var sparkle = self.attachAsset('sparkle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ sparkle.x = (Math.random() - 0.5) * 60;
+ sparkle.y = (Math.random() - 0.5) * 60;
+ tween(sparkle, {
+ alpha: 0,
+ scaleX: 0,
+ scaleY: 0
+ }, {
+ duration: 500,
+ onFinish: function onFinish() {
+ sparkle.destroy();
+ }
+ });
+ }
+ };
+ return self;
+});
var Tower = Container.expand(function () {
var self = Container.call(this);
self.owner = 0; // 0 = neutral, 1 = player, 2 = enemy
self.unitCount = 0;
self.maxUnits = 100;
self.spawnRate = 30; // ticks between spawns
self.lastSpawn = 0;
- self.towerType = 'normal'; // 'normal', 'defense', 'attack', 'production'
var towerGraphics = self.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
@@ -61,34 +146,8 @@
fill: 0xFFFFFF
});
self.countText.anchor.set(0.5, 0.5);
self.addChild(self.countText);
- self.setTowerType = function (type) {
- self.towerType = type;
- // Remove old graphics
- towerGraphics.destroy();
- // Create new graphics based on type
- var assetName = 'tower';
- if (type === 'defense') {
- assetName = 'defenseTower';
- self.maxUnits = 150; // More units capacity
- self.spawnRate = 40; // Slower spawn rate
- } else if (type === 'attack') {
- assetName = 'attackTower';
- self.maxUnits = 80; // Less units capacity
- self.spawnRate = 20; // Faster spawn rate
- } else if (type === 'production') {
- assetName = 'productionTower';
- self.maxUnits = 120; // Normal capacity
- self.spawnRate = 15; // Much faster spawn rate
- }
- towerGraphics = self.attachAsset(assetName, {
- anchorX: 0.5,
- anchorY: 0.5
- });
- // Apply current owner color
- self.setOwner(self.owner);
- };
self.setOwner = function (newOwner) {
var oldOwner = self.owner;
self.owner = newOwner;
var targetColor;
@@ -122,13 +181,29 @@
self.countText.setText(Math.floor(self.unitCount));
return count;
};
self.update = function () {
+ // Handle powerup timers
+ if (self.speedBoostTimer && self.speedBoostTimer > 0) {
+ self.speedBoostTimer--;
+ if (self.speedBoostTimer <= 0) {
+ self.speedBoost = 1;
+ }
+ }
+ if (self.productionBoostTimer && self.productionBoostTimer > 0) {
+ self.productionBoostTimer--;
+ if (self.productionBoostTimer <= 0) {
+ self.productionBoost = 1;
+ }
+ }
if (self.owner > 0) {
// Calculate dynamic spawn rate based on unit count
// More units = faster production (lower spawn rate number)
// Base rate is 30, reduced by unit count factor
var dynamicSpawnRate = Math.max(10, self.spawnRate - Math.floor(self.unitCount / 10));
+ // Apply production boost if active
+ var productionMultiplier = self.productionBoost || 1;
+ dynamicSpawnRate = Math.floor(dynamicSpawnRate / productionMultiplier);
if (LK.ticks - self.lastSpawn > dynamicSpawnRate) {
self.addUnits(1);
self.lastSpawn = LK.ticks;
}
@@ -154,11 +229,12 @@
} else {
unitGraphics.tint = 0xe74c3c; // enemy red
}
};
- self.setPath = function (path, target) {
+ self.setPath = function (path, target, sourceTower) {
self.path = path;
self.targetTower = target;
+ self.sourceTower = sourceTower;
self.pathIndex = 0;
if (path.length > 0) {
self.x = path[0].x;
self.y = path[0].y;
@@ -231,10 +307,29 @@
self.destroy();
units.splice(units.indexOf(self), 1);
}
} else {
- self.x += dx / dist * self.speed;
- self.y += dy / dist * self.speed;
+ // Apply speed boost if source tower has it
+ var currentSpeed = self.speed;
+ if (self.sourceTower && self.sourceTower.speedBoost) {
+ currentSpeed *= self.sourceTower.speedBoost;
+ }
+ self.x += dx / dist * currentSpeed;
+ self.y += dy / dist * currentSpeed;
+ // Check for powerup collection
+ for (var p = 0; p < powerups.length; p++) {
+ var powerup = powerups[p];
+ if (!powerup.collected) {
+ var powerupDx = self.x - powerup.x;
+ var powerupDy = self.y - powerup.y;
+ var powerupDist = Math.sqrt(powerupDx * powerupDx + powerupDy * powerupDy);
+ if (powerupDist < 40) {
+ // Collection radius
+ powerup.activate(self.sourceTower);
+ break;
+ }
+ }
+ }
}
};
return self;
});
@@ -250,8 +345,9 @@
* Game Code
****/
var towers = [];
var units = [];
+var powerups = [];
var currentPath = null;
var selectedTower = null;
var isDragging = false;
var currentLevel = storage.currentLevel || 0;
@@ -262,49 +358,42 @@
towers: [{
x: 300,
y: 1366,
owner: 1,
- units: 30,
- type: 'normal'
+ units: 30
}, {
x: 1024,
y: 800,
owner: 0,
- units: 10,
- type: 'normal'
+ units: 10
}, {
x: 1748,
y: 1366,
owner: 2,
- units: 20,
- type: 'normal'
+ units: 20
}]
}, {
// Level 2 - Basic Strategy
towers: [{
x: 300,
y: 400,
owner: 1,
- units: 35,
- type: 'production'
+ units: 35
}, {
x: 1024,
y: 1366,
owner: 0,
- units: 15,
- type: 'normal'
+ units: 15
}, {
x: 1748,
y: 400,
owner: 2,
- units: 25,
- type: 'attack'
+ units: 25
}, {
x: 1748,
y: 2332,
owner: 2,
- units: 25,
- type: 'defense'
+ units: 25
}]
}, {
// Level 3 - Multi-Front
towers: [{
@@ -734,10 +823,14 @@
}
for (var i = 0; i < units.length; i++) {
units[i].destroy();
}
+ for (var i = 0; i < powerups.length; i++) {
+ powerups[i].destroy();
+ }
towers = [];
units = [];
+ powerups = [];
if (currentPath) {
currentPath.destroy();
currentPath = null;
}
@@ -750,19 +843,18 @@
var towerData = levelData.towers[i];
var tower = new Tower();
tower.x = towerData.x;
tower.y = towerData.y;
- if (towerData.type) {
- tower.setTowerType(towerData.type);
- }
tower.setOwner(towerData.owner);
tower.addUnits(towerData.units);
towers.push(tower);
game.addChild(tower);
}
levelText.setText('Level ' + (levelIndex + 1));
// Set AI to start after 5 seconds (5000ms)
aiStartTime = LK.ticks + 5 * 60; // 5 seconds at 60 FPS
+ // Spawn initial powerups
+ spawnRandomPowerup();
}
function createPath(start, end) {
var points = [];
var steps = 20;
@@ -773,15 +865,44 @@
});
}
return points;
}
+function spawnRandomPowerup() {
+ var powerup = new PowerUp();
+ // Random position avoiding tower locations
+ var validPosition = false;
+ var attempts = 0;
+ var x, y;
+ while (!validPosition && attempts < 20) {
+ x = 200 + Math.random() * (2048 - 400);
+ y = 500 + Math.random() * (2732 - 1000);
+ validPosition = true;
+ for (var i = 0; i < towers.length; i++) {
+ var dx = towers[i].x - x;
+ var dy = towers[i].y - y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist < 200) {
+ validPosition = false;
+ break;
+ }
+ }
+ attempts++;
+ }
+ powerup.x = x;
+ powerup.y = y;
+ // Random powerup type
+ var types = ['speed', 'production', 'strength'];
+ powerup.setType(types[Math.floor(Math.random() * types.length)]);
+ powerups.push(powerup);
+ game.addChild(powerup);
+}
function sendUnits(fromTower, toTower, count) {
var path = createPath(fromTower, toTower);
var unitsToSend = Math.min(count, fromTower.unitCount);
for (var i = 0; i < unitsToSend; i++) {
var unit = new Unit();
unit.setOwner(fromTower.owner);
- unit.setPath(path, toTower);
+ unit.setPath(path, toTower, fromTower);
units.push(unit);
game.addChild(unit);
// Stagger unit spawning
tween(unit, {
@@ -905,8 +1026,19 @@
// Run AI every 2 seconds
if (LK.ticks % 120 === 0) {
runAI();
}
+ // Spawn new powerups occasionally
+ if (LK.ticks % 1800 === 0 && powerups.length < 3) {
+ // Every 30 seconds, max 3 powerups
+ spawnRandomPowerup();
+ }
+ // Clean up collected powerups
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ if (!powerups[i] || !powerups[i].parent) {
+ powerups.splice(i, 1);
+ }
+ }
// Check win/lose conditions
if (LK.ticks % 60 === 0) {
checkWinCondition();
}
@@ -929,10 +1061,14 @@
}
for (var i = 0; i < units.length; i++) {
units[i].destroy();
}
+ for (var i = 0; i < powerups.length; i++) {
+ powerups[i].destroy();
+ }
towers = [];
units = [];
+ powerups = [];
if (currentPath) {
currentPath.destroy();
currentPath = null;
}
Saldırı kulesi, Gerçekçi, kuş bakışı görünüm, yazısız.. In-Game asset. High contrast. No shadows, 3d olsun.
Saldırı kulesi, Gerçekçi, kuş bakışı görünüm, yazısız.. In-Game asset. High contrast. No shadows, 3d olsun.
Gece çölü arkaplan resmi, Gerçekçi, kuş bakışı görünüm, yazısız. susuz. In-Game asset. High contrast. No shadows, 3d olsun..
Kılıç ve kalkanlı çağı saldırı askeri, Gerçekçi, kuş bakışı görünüm, yazısız.. In-Game asset. High contrast. No shadows, renkli 3d olsun.